godot/scene
Hugo Locurcio b1a295b739
Implement distance fade properties in OmniLight3D and SpotLight3D
This can be used to fade lights and their shadows in the distance,
similar to Decal nodes. This can bring significant performance
improvements, especially for lights with shadows enabled and when
using higher-than-default shadow quality settings.

While lights can be smoothly faded out over distance, shadows are
currently "all or nothing" since per-light shadow color is no longer
customizable in the Vulkan renderer. This may result in noticeable
pop-in when leaving the shadow cutoff distance, but depending on the
scene, it may not always be that noticeable.
2022-02-25 15:17:35 +01:00
..
2d Rename motion_velocity to velocity 2022-02-22 23:31:33 -08:00
3d Implement distance fade properties in OmniLight3D and SpotLight3D 2022-02-25 15:17:35 +01:00
animation Style: Cleanup single-line blocks, semicolons, dead code 2022-02-16 14:06:29 +01:00
audio Use switch consistently in _notification (scene folder) 2022-02-15 18:44:55 +01:00
debugger [Debugger] Move most profilers to ServersDebugger. 2022-02-06 17:36:48 +01:00
gui Merge pull request #58042 from Sauermann/fix-viewport-border-notifications 2022-02-19 09:07:07 +01:00
main Fix CanvasItem visibility propagation 2022-02-19 22:40:53 +01:00
multiplayer [Net] Optimize object cache notification send for single peer. 2022-02-21 19:55:07 +01:00
resources Merge pull request #58496 from JFonS/fix_lm_crash 2022-02-24 13:29:51 +01:00
property_utils.cpp Cleanup and move char functions to the char_utils.h header. 2022-02-04 11:35:01 +02:00
property_utils.h
register_scene_types.cpp Add sub-pixel glyph positioning support. 2022-02-12 19:55:52 +02:00
register_scene_types.h
scene_string_names.cpp
scene_string_names.h
SCsub [Net] New replication interface, spawner and synchronizer nodes. 2022-02-04 14:56:30 +01:00